1. 新增SkillDescSet结构化技能描述配置表,实现配置驱动的文案生成 2. 改造HeroSkillDesc生成器,支持静态heroInfo和运行时HeroAttrsComp两种数据源 3. 为HeroAttrsComp新增evolve配置快照字段,用于展示等级成长属性 4. 在HeroBoxComp中集成技能描述UI组件,动态渲染当前英雄等级的技能效果 5. 新增设计文档说明方案细节,确保可维护性和可扩展性
480 lines
19 KiB
TypeScript
480 lines
19 KiB
TypeScript
/**
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* @file HeroBoxComp.ts
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* @description 英雄面板单个英雄盒组件(UI 视图层)
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*
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* 职责:
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* 1. 同步显示一个已登场英雄的详细信息(图标 / 名称 / 等级 / AP / HP / 描述)。
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* 2. 由 MissionCardComp 实例化到 herosBoxNode 下,最多 3 个,与场上英雄一一对应。
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* 3. 英雄卖出 / 死亡后槽位保留,通过 applyEmpty() 显示为空英雄信息。
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*
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* 依赖:
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* - HeroAttrsComp —— 英雄属性数据模型
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* - HeroInfo(heroSet)—— 英雄静态配置
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Node, Sprite, Label, resources, AnimationClip, SpriteFrame, NodeEventType, UITransform, Tween, tween, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroInfo } from "../common/config/heroSet";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { getLvColor } from "../common/config/GameSet";
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import { buildSkillDesc } from "../common/config/HeroSkillDesc";
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const { ccclass, property } = _decorator;
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/**
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* HeroBoxComp —— 英雄面板单个英雄信息盒
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*
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* 与场上英雄一一绑定(eid),英雄移除后显示空状态。
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*/
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@ccclass('HeroBoxComp')
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@ecs.register('HeroBoxComp', false)
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export class HeroBoxComp extends CCComp {
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private debugMode: boolean = false;
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// ======================== 编辑器绑定节点 ========================
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/** 英雄图标节点 */
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@property({ type: Node })
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private icon_node: Node = null;
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/** 背景节点 */
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@property({ type: Node })
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private bg_node: Node = null;
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/** 英雄名称 */
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@property(Label)
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private name_label: Label = null;
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/** 等级标签 */
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@property(Label)
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private level_label: Label = null;
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/** 空槽位标识节点(未绑定英雄时激活,点击打开英雄卡池) */
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@property(Node)
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private noHero: Node = null;
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/** 技能描述标签(多行,展示当前等级触发技能) */
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@property(Label)
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private skill_label: Label = null;
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// ======================== 战斗信息标签(总值 + 附加值) ========================
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/** 攻击总值 */
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@property(Label)
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private ap_all_label: Label = null;
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/** 攻击附加值 */
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@property(Label)
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private ap_plus_label: Label = null;
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/** 生命总值 */
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@property(Label)
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private hp_all_label: Label = null;
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/** 生命附加值 */
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@property(Label)
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private hp_plus_label: Label = null;
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/** 暴击率总值(百分点) */
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@property(Label)
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private crt_all_label: Label = null;
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/** 暴击率附加值 */
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@property(Label)
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private crt_plus_label: Label = null;
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/** 击退率总值(百分点) */
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@property(Label)
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private knockback_all_label: Label = null;
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/** 击退率附加值 */
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@property(Label)
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private knockback_plus_label: Label = null;
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/** 风怒率总值(百分点) */
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@property(Label)
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private wfuny_all_label: Label = null;
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/** 风怒率附加值 */
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@property(Label)
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private wfuny_plus_label: Label = null;
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/** 击晕率总值(百分点) */
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@property(Label)
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private stun_all_label: Label = null;
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/** 击晕率附加值 */
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@property(Label)
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private stun_plus_label: Label = null;
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/** 攻击速度总值(攻击间隔,秒;速度提升时间隔变短,附加值为负) */
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@property(Label)
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private speed_all_label: Label = null;
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/** 攻击速度附加值 */
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@property(Label)
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private speed_plus_label: Label = null;
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/** 冰冻率总值(百分点) */
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@property(Label)
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private freeze_all_label: Label = null;
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/** 冰冻率附加值 */
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@property(Label)
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private freeze_plus_label: Label = null;
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/** 穿透率总值(百分点) */
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@property(Label)
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private puncture_all_label: Label = null;
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/** 穿透率附加值 */
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@property(Label)
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private puncture_plus_label: Label = null;
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/** 暴击伤害总值(额外暴伤,百分点) */
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@property(Label)
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private crit_dmg_all_label: Label = null;
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/** 暴击伤害附加值 */
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@property(Label)
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private crit_dmg_plus_label: Label = null;
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// ======================== 更多属性折叠栏 ========================
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/** 属性栏容器(展开/收起时动态调整高度) */
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@property(Node)
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private attr_box: Node = null;
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/** 更多按钮(点击展开/收起次级属性栏) */
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@property(Node)
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private more_btn: Node = null;
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/** 击晕信息栏(默认隐藏) */
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@property(Node)
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private stun_row: Node = null;
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/** 冰冻信息栏(默认隐藏) */
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@property(Node)
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private freeze_row: Node = null;
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/** 击退信息栏(默认隐藏) */
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@property(Node)
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private knockback_row: Node = null;
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/** 穿透信息栏(默认隐藏) */
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@property(Node)
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private puncture_row: Node = null;
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/** 风怒信息栏(默认隐藏) */
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@property(Node)
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private wfuny_row: Node = null;
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/** 属性栏收起高度 */
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private attrBoxHeightCollapsed: number = 100;
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/** 属性栏展开高度 */
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private attrBoxHeightExpanded: number = 210;
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/** 次级属性栏是否展开 */
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private moreExpanded: boolean = false;
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// ======================== 运行时状态 ========================
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/** 绑定的英雄实体 ID(0 表示空槽位) */
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private eid: number = 0;
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/** 绑定的英雄属性数据模型引用 */
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private model: HeroAttrsComp | null = null;
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/** 图标视觉令牌(异步加载竞态保护) */
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private iconVisualToken: number = 0;
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/** 当前显示的英雄 UUID(避免相同 UUID 重复加载动画) */
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private iconHeroUuid: number = 0;
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// ======================== 生命周期 ========================
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onLoad() {
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// 次级属性栏默认收起
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this.setMoreRowsVisible(false);
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this.more_btn?.on(NodeEventType.TOUCH_END, this.onMoreBtnClick, this);
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// 空槽位点击 → 打开英雄卡池
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this.noHero?.on(NodeEventType.TOUCH_END, this.onNoHeroClick, this);
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}
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onDestroy() {
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if (this.more_btn && this.more_btn.isValid) {
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this.more_btn.off(NodeEventType.TOUCH_END, this.onMoreBtnClick, this);
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}
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if (this.noHero && this.noHero.isValid) {
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this.noHero.off(NodeEventType.TOUCH_END, this.onNoHeroClick, this);
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}
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}
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/**
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* 空槽位点击:播放主节点点击动画,并派发事件通知 MissionCardComp 展示英雄卡池。
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*/
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private onNoHeroClick() {
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oops.audio.playEffect("music/button");
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this.playClickAnim();
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oops.message.dispatchEvent(GameEvent.HeroBoxEmptyClick);
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}
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/** 主节点点击动画:缩放按下 → 回弹 */
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private playClickAnim() {
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if (!this.node || !this.node.isValid) return;
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Tween.stopAllByTarget(this.node);
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this.node.setScale(1, 1, 1);
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tween(this.node)
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.to(0.06, { scale: new Vec3(0.94, 0.94, 1) })
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.to(0.1, { scale: new Vec3(1, 1, 1) })
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.start();
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}
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/** 刷新计时累计(降频刷新实时属性) */
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private refreshElapsed: number = 0;
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/** 实时刷新间隔(秒) */
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private static readonly REFRESH_INTERVAL = 0.25;
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/**
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* 帧更新:绑定英雄后按固定间隔实时刷新面板信息。
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* Why: AP/HP/暴击等属性受 buff/光环影响实时变化,需降频轮询同步;
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* 实体失效时 refresh 会自动切换为空状态。
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*/
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update(dt: number) {
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if (!this.model) return;
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this.refreshElapsed += dt;
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if (this.refreshElapsed < HeroBoxComp.REFRESH_INTERVAL) return;
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this.refreshElapsed = 0;
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this.refresh();
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}
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/** 更多按钮点击:切换次级属性栏显示/隐藏 */
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private onMoreBtnClick() {
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oops.audio.playEffect("music/button");
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this.moreExpanded = !this.moreExpanded;
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this.setMoreRowsVisible(this.moreExpanded);
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}
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/** 设置 5 个次级属性栏(击晕/冰冻/击退/穿透/风怒)的可见性,并同步调整属性栏高度 */
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private setMoreRowsVisible(visible: boolean) {
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const rows = [this.stun_row, this.freeze_row, this.knockback_row, this.puncture_row, this.wfuny_row];
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for (const row of rows) {
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if (row && row.isValid) {
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row.active = visible;
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}
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}
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// 展开/收起时切换属性栏高度(默认 125 ↔ 210,可在编辑器自定义)
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if (this.attr_box && this.attr_box.isValid) {
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const transform = this.attr_box.getComponent(UITransform) || this.attr_box.addComponent(UITransform);
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const height = visible ? this.attrBoxHeightExpanded : this.attrBoxHeightCollapsed;
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transform.setContentSize(transform.width, height);
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}
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// 切换更多按钮状态子节点:收起=n_* 激活,展开=a_* 激活
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this.setMoreBtnState(visible);
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}
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/**
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* 切换更多按钮的状态子节点。
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* 收起态激活 n_Bg / n_Arrow,展开态激活 a_Bg / a_Arrow。
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*/
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private setMoreBtnState(expanded: boolean) {
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if (!this.more_btn || !this.more_btn.isValid) return;
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const nBg = this.more_btn.getChildByName("n_Bg");
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const nArrow = this.more_btn.getChildByName("n_Arrow");
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const aBg = this.more_btn.getChildByName("a_Bg");
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const aArrow = this.more_btn.getChildByName("a_Arrow");
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if (nBg) nBg.active = !expanded;
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if (nArrow) nArrow.active = !expanded;
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if (aBg) aBg.active = expanded;
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if (aArrow) aArrow.active = expanded;
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}
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/** ECS 组件移除时销毁节点 */
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reset() {
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if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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// ======================== 数据绑定 ========================
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/** 当前槽位是否绑定了英雄 */
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public get hasHero(): boolean {
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return this.eid > 0 && !!this.model;
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}
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/** 当前绑定的英雄实体 ID */
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public get bindEid(): number {
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return this.eid;
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}
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/**
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* 绑定场上英雄并刷新显示。
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* @param eid 英雄 ECS 实体 ID
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* @param model 英雄属性组件
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*/
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public bindHero(eid: number, model: HeroAttrsComp) {
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this.eid = eid;
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this.model = model;
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this.node.active = true;
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if (this.noHero && this.noHero.isValid) {
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this.noHero.active = false;
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}
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this.refresh();
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}
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/** 清空槽位,显示空英雄信息 */
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public applyEmpty() {
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this.eid = 0;
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this.model = null;
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this.iconHeroUuid = 0;
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this.iconVisualToken += 1;
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if (this.noHero && this.noHero.isValid) {
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this.noHero.active = true;
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}
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if (this.name_label && this.name_label.isValid) {
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this.name_label.string = "";
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}
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if (this.level_label && this.level_label.isValid) {
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this.level_label.string = "";
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}
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if (this.icon_node && this.icon_node.isValid) {
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const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite);
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if (sprite) sprite.spriteFrame = null;
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}
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this.clearStatRow(this.ap_all_label, this.ap_plus_label);
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this.clearStatRow(this.hp_all_label, this.hp_plus_label);
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this.clearStatRow(this.crt_all_label, this.crt_plus_label);
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this.clearStatRow(this.knockback_all_label, this.knockback_plus_label);
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this.clearStatRow(this.wfuny_all_label, this.wfuny_plus_label);
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this.clearStatRow(this.stun_all_label, this.stun_plus_label);
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this.clearStatRow(this.speed_all_label, this.speed_plus_label);
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this.clearStatRow(this.freeze_all_label, this.freeze_plus_label);
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this.clearStatRow(this.puncture_all_label, this.puncture_plus_label);
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this.clearStatRow(this.crit_dmg_all_label, this.crit_dmg_plus_label);
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if (this.skill_label && this.skill_label.isValid) {
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this.skill_label.string = "";
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}
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}
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/**
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* 刷新显示:同步英雄等级、名称、AP / HP、描述与图标。
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* 绑定的英雄实体已失效时自动切换为空状态。
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*/
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public refresh() {
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if (!this.model || !(this.model as any).ent) {
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this.applyEmpty();
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return;
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}
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const heroUuid = this.model.hero_uuid ?? 0;
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const hero = HeroInfo[heroUuid];
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// ---- 名称 ----
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if (this.name_label && this.name_label.isValid) {
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this.name_label.string = this.model.hero_name ?? "";
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}
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// ---- 等级 ----
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if (this.level_label && this.level_label.isValid) {
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const lv = this.model.lv ?? 1;
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this.level_label.string = `Lv.${lv}`;
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this.level_label.color = getLvColor(lv);
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}
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// ---- AP / HP ----
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const finalAp = Math.max(0, Math.floor(this.model.getFinalAp()));
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const baseAp = Math.max(0, Math.floor(this.model.base_ap ?? 0));
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this.setStatRow(this.ap_all_label, this.ap_plus_label, finalAp, finalAp - baseAp);
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const finalHp = Math.max(0, Math.floor(this.model.getFinalHpMax()));
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const baseHp = Math.max(0, Math.floor(this.model.base_hp ?? 0));
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this.setStatRow(this.hp_all_label, this.hp_plus_label, finalHp, finalHp - baseHp);
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// ---- 暴击率 / 击退率 / 风怒率 / 击晕率(百分点,附加 = 最终 - 基础配置值) ----
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const finalCrit = this.model.getFinalCritical();
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this.setStatRow(this.crt_all_label, this.crt_plus_label, finalCrit, finalCrit - (this.model.critical ?? 0), "%");
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const finalKnockback = this.model.getFinalKnockbackChance();
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this.setStatRow(this.knockback_all_label, this.knockback_plus_label, finalKnockback, finalKnockback - (this.model.knockback_chance ?? 0), "%");
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const finalWfuny = this.model.getFinalWindFury();
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this.setStatRow(this.wfuny_all_label, this.wfuny_plus_label, finalWfuny, finalWfuny - (this.model.wfuny ?? 0), "%");
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const finalStun = this.model.getFinalStunChance();
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this.setStatRow(this.stun_all_label, this.stun_plus_label, finalStun, finalStun - (this.model.stun_chance ?? 0), "%");
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// ---- 攻击速度(攻击间隔,秒;速度提升 → 间隔变短,附加值为负) ----
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const skillIds = this.model.getSkillIds();
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const displaySkillId = skillIds[1] ?? skillIds[0] ?? 0;
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const baseCd = displaySkillId ? (this.model.skills[displaySkillId]?.cd ?? 0) : 0;
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const finalCd = displaySkillId ? this.model.getEffectiveSkillCd(displaySkillId) : 0;
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this.setStatRow(this.speed_all_label, this.speed_plus_label, finalCd, finalCd - baseCd, "s", 1);
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// ---- 冰冻率 / 穿透率(百分点,附加 = 最终 - 基础配置值) ----
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const finalFreeze = this.model.getFinalFreezeChance();
|
||
this.setStatRow(this.freeze_all_label, this.freeze_plus_label, finalFreeze, finalFreeze - (this.model.freeze_chance ?? 0), "%");
|
||
|
||
const finalPuncture = this.model.getFinalPunctureChance();
|
||
this.setStatRow(this.puncture_all_label, this.puncture_plus_label, finalPuncture, finalPuncture - (this.model.puncture_chance ?? 0), "%");
|
||
|
||
// ---- 暴击伤害(额外暴伤,百分点,附加 = 最终 - 基础配置值) ----
|
||
const finalCritDmg = this.model.getFinalCritDamage();
|
||
this.setStatRow(this.crit_dmg_all_label, this.crit_dmg_plus_label, finalCritDmg, finalCritDmg - (this.model.crit_damage ?? 0), "%");
|
||
|
||
// ---- 技能描述(当前等级触发技能,读运行时 model 最终配置) ----
|
||
if (this.skill_label && this.skill_label.isValid) {
|
||
this.skill_label.string = buildSkillDesc(this.model);
|
||
}
|
||
|
||
// ---- 图标(UUID 变化时重新加载首帧动画) ----
|
||
if (hero && heroUuid !== this.iconHeroUuid) {
|
||
this.iconHeroUuid = heroUuid;
|
||
this.iconVisualToken += 1;
|
||
this.updateHeroIcon(hero.path, heroUuid, this.iconVisualToken);
|
||
}
|
||
}
|
||
|
||
// ======================== 内部工具 ========================
|
||
|
||
/**
|
||
* 写入一行战斗信息(总值 + 附加值)。
|
||
* 总值始终显示(0 不隐藏);附加值为 0 时隐藏,正/负分别显示 (+x) / (x)。
|
||
*
|
||
* @param allLabel 总值标签(可为空,空时跳过)
|
||
* @param plusLabel 附加值标签(可为空)
|
||
* @param total 总数值(最终生效值)
|
||
* @param bonus 附加数值(最终值 - 基础值)
|
||
* @param suffix 数值后缀(如 "%")
|
||
* @param decimals 保留小数位数(默认 0,取整)
|
||
*/
|
||
private setStatRow(allLabel: Label | null, plusLabel: Label | null, total: number, bonus: number, suffix: string = "", decimals: number = 0) {
|
||
const fmt = (v: number) => decimals > 0 ? v.toFixed(decimals) : `${Math.floor(v)}`;
|
||
if (allLabel && allLabel.isValid) {
|
||
allLabel.string = `${fmt(total)}${suffix}`;
|
||
}
|
||
if (plusLabel && plusLabel.isValid) {
|
||
if (bonus !== 0) {
|
||
plusLabel.string = bonus > 0 ? `(+${fmt(bonus)}${suffix})` : `(${fmt(bonus)}${suffix})`;
|
||
} else {
|
||
plusLabel.string = "";
|
||
}
|
||
}
|
||
}
|
||
|
||
/** 清空一行战斗信息(空槽位时使用) */
|
||
private clearStatRow(allLabel: Label | null, plusLabel: Label | null) {
|
||
if (allLabel && allLabel.isValid) allLabel.string = "";
|
||
if (plusLabel && plusLabel.isValid) plusLabel.string = "";
|
||
}
|
||
|
||
/**
|
||
* 加载英雄 idle 动画首帧作为静态图标。
|
||
* @param path 英雄美术资源名(HeroInfo.path)
|
||
* @param uuid 英雄 UUID(竞态校验用)
|
||
* @param token 视觉令牌(竞态保护)
|
||
*/
|
||
private updateHeroIcon(path: string, uuid: number, token: number) {
|
||
if (!this.icon_node || !this.icon_node.isValid) return;
|
||
const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite);
|
||
if (sprite) sprite.spriteFrame = null;
|
||
|
||
resources.load(`game/heros/hero/${path}/idle`, AnimationClip, (err, clip) => {
|
||
if (err || !clip) return;
|
||
// 异步加载期间槽位可能已被复用 / 清空
|
||
if (token !== this.iconVisualToken) return;
|
||
if (this.iconHeroUuid !== uuid) return;
|
||
if (!this.icon_node || !this.icon_node.isValid) return;
|
||
const target = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite);
|
||
if (!target || !target.isValid) return;
|
||
// 帧动画数据存于 spriteFrame 轨道的 _channel._curve._values(裸 SpriteFrame 数组)
|
||
let firstFrame: SpriteFrame | undefined;
|
||
for (const track of clip.tracks) {
|
||
const curve = (track as unknown as { channel?: { curve?: { _values?: unknown[] } } }).channel?.curve;
|
||
const frame = curve?._values?.[0];
|
||
if (frame instanceof SpriteFrame) {
|
||
firstFrame = frame;
|
||
break;
|
||
}
|
||
}
|
||
if (firstFrame) {
|
||
target.spriteFrame = firstFrame;
|
||
}
|
||
});
|
||
}
|
||
}
|